]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
this should clean up the animations branch. FruitieX is back! (well, at least for...
authorFruitieX <fruitiex@gmail.com>
Thu, 29 Sep 2011 19:26:25 +0000 (22:26 +0300)
committerFruitieX <fruitiex@gmail.com>
Thu, 29 Sep 2011 19:26:25 +0000 (22:26 +0300)
qcsrc/server/cl_player.qc
qcsrc/server/defs.qh

index 94f3221657b65845509ee1ca74d0de89af1f7374..05a809dd371b8bb96bcf1f72498fbd6240cdc2fa 100644 (file)
@@ -226,7 +226,6 @@ void player_setupanimsformodel()
        self.anim_backright = '21 1 1';
        self.anim_backleft  = '22 1 1';
        self.anim_melee = '23 1 1';
-       self.anim_fly = '24 1 1';
        animparseerror = FALSE;
        animfilename = strcat(self.model, ".animinfo");
        animfile = fopen(animfilename, FILE_READ);
@@ -254,7 +253,6 @@ void player_setupanimsformodel()
                self.anim_backright    = animparseline(animfile);
                self.anim_backleft     = animparseline(animfile);
                self.anim_melee        = animparseline(animfile);
-               self.anim_fly          = animparseline(animfile);
                fclose(animfile);
 
                // derived anims
@@ -308,22 +306,15 @@ void player_anim (void)
                        }
                        else
                        {
-                               // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
-                               if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
-                                       setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
-
-                               if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
-                               {
-                                       if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
-                                       {
-                                               traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
-                                               if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
-                                               {
-                                                       setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
-                                                       self.restart_jump = FALSE;
-                                               }
-                                       }
-                               }
+                if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
+                {
+                    traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
+                    if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
+                    {
+                        setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
+                        self.restart_jump = FALSE;
+                    }
+                }
                        }
                }
                else if (self.crouch)
index 7dfa8106b1726981171d7ff1ec72de54c01cf3a3..bc05d1b04849b05ced40ef7b3ae1a20f0f7c36c8 100644 (file)
@@ -149,7 +149,6 @@ float maxclients;
 .vector anim_backright; // player running backward and right
 .vector anim_backleft; // player running back and left
 .vector anim_melee; // player doing the melee action
-.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
 
 // weapon animation vectors:
 .vector anim_fire1;